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Cell Chamber

Cell Chamber [DEMO + YOUTUBE TRAILER]

"Spealing mistakes?" Sorry....had to do that.

Congrats on PotM, Calibre. I'll provide my thoughts at some point when I've played this thing all the way through.
 
Congrats Calibre, and I don't know about you but the complex puzzles keep me active, although I must admit I thought Koen, based on his pics and stuff, would be a real asshole,cynical and antisocial but I was wrong I guess.
 
@ Lunarea Thanks!

Over usage of ellipses most definitely and I do think I suffer with repetition. I didn't think it was that boring though, perhaps at times. As for grammatical inconsistencies, they are acceptable in spoken dialogue, no? I'll admit that dialogue was the thing I struggled with most throughout development and I guess it shines through. At least on a positive note it is one of the easiest things to revise without unsettling the mechanics of the gameplay.

I haven't heard too much yet about mapping errors, but if anyone was going to notice them it was going to be the teacher! I''m sure there are plenty about, the size of the tilesets I use have been both a burden and a blessing. :-/

I have always found the Brickroads tutorials to be very helpful, though I never saw the link between that. I actually really like your idea of modifyign them to charactersets, at least in principle so I will consider weaving that it as soon as possible. In regards to the mines, I thought the irregular looking structure and pattern of the raised cliffs in the water would demonstrate the fact that they could be used as platforms, in a similar way that platform games use them.

Story-wise, I wish you could know a little bit more at that but at the moment I am having difficulties where the game was originally written to be much longer, until I realised I had to cut the time down to make it possible. I fully understand the link with Avalanche - a resistance faction with an underground HQ, but the links really do stop there. I haven't played FF7 in like, 8 years to remember enough to retrace that idea.

I understand the plant pot thing. My excuse... I made that when I very first started out on the game (and using an RM Maker program in general) just over a year and a somewhat ago. I will likely change it to something else, somehow, even if it means making all receptacles usable.

As for battles, I was something I added last and had the least time to fine tune. It is also something that is new to me in RM as I was learning everything I needed as I went - then suddenly realised I knew very little about constructing battles. Another thing that needs developing I guess.

It would be interesting to know the locations you found the cosmetic fogs ugly or distracting! :thumb:

The song you mentioned will be one of the last ones to shuffle out for the full release. I completely know what you mean but I couldn't find a suitable replacement for quite a long time that I felt worked.

Thanks for taking the time to play and even more so help as J-street did with such a comprehensive review, I hope you still found the game somewhat enjoyable for the most part. :yes:

@ Volrath - Thanks, I look forward to hearing your views. ...And I think he may have been being ironic with the spealing as we has with the miSUsed caPITalS. :D

@ G-man - Koen to me is quite cynical and an asshole!
 
I started playing this morning again, and I'm in the mines. I've been running around for what seems like forever but I can't figure out where to go or what to do. I have already been in the area with the large chasm and the cart that "has no power" or whatever...but I can't figure out where or how to turn the power on. I have a stick of a dynamite, and if I remember right, when I climb up, I can see a rock that could potentially be blown up, but I can find absolutely no way to reach that area. A little help?
 
@ Immuneentity

Sigh... this is highlighting one of Prexus' issues further! You just have to jump over that little river. There is an exposed section between the sandbags and the cliff. Oh well, I guess this is bound to happen on the first release of a demo. I am looking into making potential actions more obvious.
 
@Calibre: Don't get my review wrong. Above Average is above average. I really did quite enjoy the game and felt it to be a diamond in the rough among RMXP games. The reason I am being harsh on you is because I want you to improve.

I'll go through and get a more comprehensive report for you. Maybe if you would like, I could Beta Test for you in the future.

@Volrath: Read the whole thing. I was mocking the mistakes he made.
 
Yeah, I caught that with the capital letters comment...but that spelling thing was really deadpan. I actually enjoy that sort of humor, so I'm surprised I didn't catch it.
 
Finished the demo.

The game's strongest point is atmosphere. You did a great job at conveying the "what the hell is going on?" feeling. The environement, the dialogues and the scenes worked perfectly with each other to create and reinforce that feeling. Other than that, the mood combined with the mapping made it overall pleasant to look at and walk through the maps. I even voluntarily explored a town, something I usually don't do lately.

Due to the atmosphere I could emphatice with Koen when he fealt confused. However, I had a hard time caring when he fealt anger or was annoyed. He came of to me as a bit bland, something that's usually the case with the main character in various games I've played. Niko is a great character though, being brimfull of personality, interacts well with other characters and have good and often funny dialogues.

I think the battles are the game's weakest point. Fighting the slimes mainly consisted of hoping that they die before they use pollution. Getting hit by a combined poison and accuracy down effect is quite nasty and while not threatening a wipe out, it's still very annoying. The boss also had a bit of "let's hope it doesn't use it's strongest attack to often" over it. Being so random, there was little I could do to manipulate the fight to my favor and beating the boss became an attrition feast. I also spotted a few balancing issues such as Koen's armor being way better than Nico's, but only slightly more expensive.
 
I beat this demo earlier today. I honestly have to say that this game is one of the best RMXP games I have ever played. The atmosphere and visuals were quite amazing. Despite this, it still did have some faults. As some have stated before, the dialog was a bit lacking in depth at some points. And, the first and second half of the game do somewhat feel like separate games, but that's mainly due to the atmospheric change and the change from being alone to meeting other characters. Despite this, there does seem to be a quality difference between the two halves of the game, although I can't quite pinpoint what exactly may be causing it.

I really love the menu; it just seems so lightweight and it doesn't lag at all, something that's a downside of many other custom menus. Some have complained about the battles, or about the mapping, but I think it is fine...it is a demo, after all. The combat can be expected to be simplistic, since it technically is still early on in the game. It's not like most commercial RPGs have battles that are any better early on in their games...

All in all, this was well worth the play, and I even went back to play the beginning part again for a little while. Despite its few faults, this is definitely a gem in the scope of average RMXP games we have seen lately.
 
@ Prexus - That sounds good and I'd like to see that report. I didn't think any of your criticisms were unjust at all.

@ Crystalgate - It's funny you should say Koen is a bit bland, I kind of intended him to start out that way and have him develop. I don't want him to come across with too much personality, but I guess he isn't fine tuned enough. A lost and troubled character should still be an interesting character. I think my biggest problem was, I knew his past and future, but I didn't really know quite how I wanted to convey it, but Niko I was far more aware of her.

The battles were the last thing added, and perhaps were a bit of an after thought in the database side of things. In a way I'm pleased to hear that these two areas have room for improvement because they are the easiest to go back and change. I think the main problem with the fighting is the weapons and armor you can have greatly alter the fight.. too much. I tested most fights with the characters fully equipped... my mistake. I should have tested it both ways but ended up rushing it out a bit.

With the armor balancing I guess I was trying to be a little too clever. Niko actually gets an overall stat boost of 45 whilst Koen gets 40, but the gap in physical defense is perhaps too much. I think the battles are the thing I am really going to have to learn about next.

@ Immune

Thanks for that compliment, it's nice to hear! Which half were you suggesting to be the better btw, the first?

Glad you liked the menu too, so kudos to you Mastermind and Moghunter. (Mastermind did the main page of the CMS and I edited Moghunters for the rest.)

Thank you all for giving it a go!
 
I beat the game a couple days ago and I have to say it is well done, though I was expecting something somewhat different for the second half of the game demo. It goes from a somewhat spooky atmosphere to a live normal one. I think that's what threw me off the most. I didn't expect to be awakening in a creepy house to then later being in a normal town.

Bleh, anyway. I have to say, I loved the battles. The way you had the bullet combo was great =) I did notice a lot of mapping and priority problems, but I'm sure those will be fixed up. An example would be in the mine, you can walk on the bridge from below... and you can walk on some of the walls and rocks.

I'm not one to be talking about dialogue so I'll just not talk about that :P

The menu system was well done. I loved it. Especially the special save menu. That was great. All in all, I really liked this game. =)
 
Just finished the game :D, you did make lot improvement than before.
You menu look so nice im really jealous
The expression in character look nice but kenji mouth is bit weird when he say "ha"
Also is just my feeling, if character have a status like sticky and poison their accuracy is reduced? the battle bit to hard because of that (when fight boss i in level 8 and only have 4 soap XD it take almost 15 minutes to kill him)

Last thing what is cell equip?
 
WOW. That lightspeed minigame is definitely something else. I love how the patterns of the light never repeat, making it impossible to cheat. Whoever made that, is excellent with events.
 
Lust Dragon, Cell Equip is where the name of this game comes from, Cell Chamber. It has much to do with the game's story but in short it's a way of equipping new abilities later on in the game.
 
In fact, it was a system that I originally had drawn up long before I originally released Celestial Requiem (the old name) on the site. I had a few show some interest in scripting it for me but unfortunately that never came to fruition. The CMS was designed at the same time as the Cell Chamber system, hence there was a slot left for it.

Allow me to explain. As Petros said, the Cell Chamber is supposed to be the fundamental part of the story line. It is effectively consists of a surgical operation on a living organism that allows a segregated Chamber within their body. Within this Chamber, new DNA strands could be injected and allow new forms of DNA to grow inside a body that wasn't intended to harness that power or ability. The Chamber itself acts as safety measure and connection between the DNA within it, and the rest of the body's cells. Think of a firewall - not allowing to pass anything through it without being allowed to.

This would effectively allow a new type of skill shop that actually was set up more like a clinic where the players could go and have a DNA Strand (Read: Ability) implanted into the Chamber.

This is how I had originally mocked it up:

http://img177.imageshack.us/img177/4539/chamberalp8.png[/IMG]

The player can buy both different Chambers and Chamber Cells. Various Chambers have 2 benefits. They can have greater capacity to hold more Cells and they can come with added benefits, stat boosts / resists etc. The Chambers capacity is measured in a percentage.

http://img101.imageshack.us/img101/17/chamberbgw3.png[/IMG]

However, I don't think it will be included in the game anymore unfortunately because I can't make it myself, so I'll have to likely scale it down and use abilities from items as if they were TM's from pokemon instead.

@ Speedpaws - The game just follows the story really, I try and create an atmosphere for the player to represent how the player feels at that time. I know the beginning and end are every different but they make sense with context to the story.

If you'd like to talk about the dialogue, feel free. Just because you think your not outstanding or whatever, if you can see somethings wrong feel free to say. That save system is Sephiroth Spawns btw, so credit to him!

@ Lusty - I'm glad you saw the improvements and you are spot on about those effects reducing accuracy. Another casualty of me rushing too much. I just hit that stage where I felt I needed a demo out to keep on going. It's just a silly little mistake, can be changed in seconds.

@ Serenade - Yes, he must be mustn't he. :p
 

$t3v0

Awesome Bro

The scenery in this game is class! A little too poetic for me and my taste in games, but fuck me it puts you right there with the character!

I'm amazed with this laddo! Nice one!
 
Stevo, do you realise you offered to and did a little bit of spriting for this once! You're in the end credits under exclusive work! You made my industrial fans...
 

$t3v0

Awesome Bro

Oh shit, so i did! I don't think I noticed because you put "Stevo" instead of "$t3v0".

"Stevo" is my nickname amongst immediate friends and it's very rarely used elsewhere.

I'm honoured :) I should really get back into the XP scene and help you out some more. I'm just so un-reliable with time at the moment. My career is starting to take shape and I'm everywhere but here :(
 
$t3v0;254048 said:
Oh shit, so i did! I don't think I noticed because you put "Stevo" instead of "$t3v0".

"Stevo" is my nickname amongst immediate friends and it's very rarely used elsewhere.

I'm honoured :) I should really get back into the XP scene and help you out some more. I'm just so un-reliable with time at the moment. My career is starting to take shape and I'm everywhere but here :(

:D, sorry about that. To me it was pretty much the same. I'll be sure to use the same characters for the next release of the game. Often I do your name like "$tevo" too. And sure, it's better to get your career rolling than helping with rm games, whenever you'd like to jump back in just give me a shout!

BTW, excuse me for being a little slow, but what do you mean about the game being a little too poetic for your tastes?
 

$t3v0

Awesome Bro

Haha $tevo. I actually don't mind that, It's when people miss out on the LAST character and form "$t3vo" ... That annoys me :p

Don't worry too much about the characters, no harm done. I just try and keep $t3v0 steady to an online nickname as appose to "real life"

Thanks for the understanding, I'm sure you know how hectic it can get sometimes. I've been working horrible hours at my part time to be able to afford a decent car to get me to my full. It's a bit of a strange scenario, but if i admitted i didn't have a fully working car, I probably wouldn't have got the job. Stupid isn't it?

Anyway, back on track with the topic ...

I only said that because I'm your typical "Blow the shit out of everything" kind of gamer, and a storyline isn't really necessary. Atmosphere is usually essential, But I'm just not a massive fan of reading and trying to understand a storyline. It's just not me, and I can't help the way I am.

It does seem really interesting, And I'm sure you'll get credit for that! But like i said, it just isn't what I like in games and It brings up so many questions as to why i come to this place, but hey! :p
 

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